This would make roll20 much better.
Sudain said:
It'd be nice to be able to reveal a section of the map that the players can't see but now know about (not just where they have been). For example; getting information from a prisoner telling them the layout of the level.
+1
Philipp T. said:
+1 My group enjoys the sudden encounters, puzzles and other small effects you can do with dynamic lighting (main reason I have decided to re sub.) but my players often lose track of where they were before ( i like complex dungeons) and this feature would help so much, i would even be willing to spend another 5 bucks for it :P
Airatome said:
Philipp T. said:
+1 My group enjoys the sudden encounters, puzzles and other small effects you can do with dynamic lighting (main reason I have decided to re sub.) but my players often lose track of where they were before ( i like complex dungeons) and this feature would help so much, i would even be willing to spend another 5 bucks for it :P
This.
+1
You know, it seems to be that with the online gaming table we all (as Players, not DM's) have become a bit lazy when it comes to mapping out dungeons as we go though them. I recently has a party go though a maze, and one player decided to map it out on some graph paper, and though they did do a lot of back tracking at no point did the party become lost do to that mapping.
Mind you I really like this idea for when the party is travailing overland where they can and should be able to remember where they have been and where landmarks are and such.
But in a dungeon, where getting turned around is a fairly easy thing to do. Put it on the players to map it out, it's not like it is all that hard to do, as they can see where they are, as apposed to having to rely solely on the DM's description.
And if they don't and get lost, well that is part of the fun of a dungeon crawl.
Joseph I. said:
You know, it seems to be that with the online gaming table we all (as Players, not DM's) have become a bit lazy when it comes to mapping out dungeons as we go though them. I recently has a party go though a maze, and one player decided to map it out on some graph paper, and though they did do a lot of back tracking at no point did the party become lost do to that mapping.
Mind you I really like this idea for when the party is travailing overland where they can and should be able to remember where they have been and where landmarks are and such.
But in a dungeon, where getting turned around is a fairly easy thing to do. Put it on the players to map it out, it's not like it is all that hard to do, as they can see where they are, as apposed to having to rely solely on the DM's description.
And if they don't and get lost, well that is part of the fun of a dungeon crawl.
Brian W. said:
Joseph I. said:
You know, it seems to be that with the online gaming table we all (as Players, not DM's) have become a bit lazy when it comes to mapping out dungeons as we go though them. I recently has a party go though a maze, and one player decided to map it out on some graph paper, and though they did do a lot of back tracking at no point did the party become lost do to that mapping.
Mind you I really like this idea for when the party is travailing overland where they can and should be able to remember where they have been and where landmarks are and such.
But in a dungeon, where getting turned around is a fairly easy thing to do. Put it on the players to map it out, it's not like it is all that hard to do, as they can see where they are, as apposed to having to rely solely on the DM's description.
And if they don't and get lost, well that is part of the fun of a dungeon crawl.
Sure, hopefully its a toggleable option for those that want a more realistic experience like that. However even if you want to do that you should to have different settings for the token layer and the map layer. Say for example you're in a room and you want to simulate your character field of vision by giving them 120-180 field of view. Cool idea, but it currently will make it look like a flashlight rather than just not showing monsters out of LOS but still having spatial awareness. You could potentially set the map layer to a 360 view while the token layer is 120. Plus if they add more layer and give per layer visibility you could add all sorts of vision tricks. You could have objects that show up on various layers and assign a layer to each player to show them secret info without the whole party meta gaming it. You could have things like double vision work correctly, etc. Plenty of good reasons to give us more layers and per layer options.
My players are in the same boat. We only play every other week and they have trouble remembering where they've been before and they are getting tired of Dynamic Lighting without some sort of fog of war to help keep track of explored areas. The devs have been adding so many great features to roll20 to make it a better experience. However, those new features don't really have an impact with me anymore because of how badly I want this FoW feature added. Every time I see the devs roll out an update for a different feature, I lose even more hope of ever seeing this feature.Eric G. said:
My players have voted to dispense with DL after trying it for a few sessions. They are NOT interested in mapping by hand offline. I'll hang onto my sub for a little while, if Roll20 will work this out quickly, but two years? Not holding out hope.
plexsoup said:
Not sure if anyone else has suggested this yet, but I stumbled across this workaround the other day.Since All Players have edit privileges, they can "see" through each breadcrumb's eyes.
- Make a character that everyone has edit permissions for (call it breadcrumb trail).
- Give it a token (torch, dot, or breadcrumb) which casts light and has sight.
- Drop copies of that token around your map as the breadcrumb trail.
(Of course, the GM will have to move wandering monster tokens to the GM layer.)
Royne B. said:
EDIT: Ok, seems like I might have found out why I was having trouble. Looks like Ctrl-L only checks sight from the token, and not the character, so to check how vision actually looks when having multiple controllable tokens, you need to re-join as player. Maybe old hat to most ppl, but took me a while to figure out.
Dragonphire said:
Player approaches building.
Player is moving around the building. The area to the left is still discernible but the area to the bottom right is still un-revealed.
Player completes circle around building.
Riley D. said:
the main thing that might keep it from happening is figuring out a way to do it that doesn't require massive amounts of data. For example, if you have a 100x100 grid map, that is 7000x7000 pixels. Keeping track of exactly which "pixels" have been exposed or not would be a massive amount of data. Really the only way I can think of that this would be feasible from a technical standpoint is to have some sort of "polygon-based" system, where we could "merge" polygons together as you explored the map...but I'll have to give it some more thought.